I started teaching myself 3D character modeling in Maya about a year ago now. I've made about three characters, which I still actively work on and learn with. I also participated in a game jam in October and did some environment art.
I was hoping to get some critique on one of my characters. It was the first one I made and I've probably put the most time in it. I've made and fixed a lot of mistakes, but I'm sure many still exist. I hope to one day use this as an in-game playable character. The textures are super basic, that's a whole other area I still need to learn.
The model has about 51.8k tris.
[SKETCHFAB]b4d552884c9f4926a6b6f8d3e24d25ed[/SKETCHFAB]
Replies
1. 51k tris is pretty high for a simple-looking character. You can cut down a lot without losing silhouette of the character.
2. Joints can have better polyflow that will deform better and use less tris.
3. Decide if you want to hand-paint characters, or go sculpting and baking details.
http://img-new.cgtrader.com/items/50407/cartoon_monkey_rigged_3d_model_ma_mb_3e26da99-ab1d-4998-a190-cbd95f73958c.jpg
51K tri's is really high. If this were to be used in a game, that would be overkill.
Note in the link I posted, the chest and stomach color doesn't go up to the shoulders like you have yours. It should only cover the breast and maybe under the chin. Definitely not the side of the neck.
Also this. I call this 2.5 loops. [2 loops inside, 3 loops on the outside]
Thanks for the advice.